Imagine joining some helldivers lobby and inside is: Jonathan Ferguson The keeper of firearms and artillery at the Royal armories museum in the UK home to thousands of iconic weapons from throughout history
Jonathan Ferguson The keeper of firearms and artillery at the Royal armories museum in the UK home to thousands of iconic weapons throughout history and his ship called: SES Keeper of firearms and artillery at the Royal armories museum in the UK home to thousands of iconic weapons throughout history
@@RDG99 I think, the ship should be called just "SES The Royal armouries museum in the UK that houses thousands of iconic weapons throughout history", so Jonathan can be the keeper of it
For the record, "quasar" is a contraction of "quasi-stellar radio source", which is what astronomers in the 1950s called them because they coincidentally looked like stars in photographs, but couldn't possibly _be_ stars, since the photographs in question were visualizations of radio signatures and not visible light. It's now believed that they're radio emissions from the supermassive black holes in the nuclei of distant galaxies, but the name is so catchy that it stuck.
As far as I know, quasars are thought to be formed from the compression of random gasses in galactic centers, though are still poorly understood, where neutron stars/pulsars will typically be much much smaller, and stem from a single massive or supermassive star after it dies. I believe neutron stars are also only visible in x-ray light, while the disk around a quasar hits all wavelengths
On the heat mechanics of the laser weapons, there's another cool bit: The hotter your weapon is, the faster it cools down. It's not just a flat "-X% heat per second." Which accurately reflects real-world thermodynamics.
Oooh, that's a cool feature. Both realistic AND creates an interesting decision spectrum, where keeping the 'average' heat level higher lets you fire a greater amount of total damage per minute than a lower target would, but makes the risk of overheating if you mess it up higher.
Me and my friends theorize that the Las-16 sounds like an automatic weapon because of a camera style shutter mechanism that creates the bursts of energy instead of a consistent beam.
I like this notion but I couldn't imagine it working that way. If you closed a lens on a firing laser it would, well, go back on you. I feel like it's just using bursts to modulate energy usage.
I mean not all lasers are a continuous wave to begin with and pulsed lasers are quite common, since it's easier to generate a powerful laser as a short burst than continuously, although sometimes the pulses are short and frequent enough to make the laser appear continuous.
People cry since the launch of the game, it's good if they stop playing, at least we'll have fun playing without them always complaining about everything
@@philipcroucher7376 It's shady corporate practices and people are sick of putting up with it. If you are really struggling to grasp why this is such a problem, then go check out Pirate Software. Thor has been giving great and takes as to why this was a terrible move on a lot of levels
@@caynoverdier1825 I do not care the slightest bit about crossplay and don't want another company spamming my email adress with useless drivel. I'm not complaining. I will simply not play the game anymore. The fact that they sold the game to people who won't be able to play anymore is something for the courts to figure out.
Honestly since Jonathan is the Keeper of Firearms *and Artillery* I wouldn't mind if part 4 focused on the Orbital strategems like the 120mm, 380mm, Railcannon Strike, Gatling Barrage, and so on. Even more so if Dave shows and notes how players use them, EX some players use the 120mm/380mm as a base clearer while others use it to soften up a base like actual artillery
i mean, i use it for both. especially since the 120 only has a like... 1min30sec cooldown, i'll usually have it back for a big base after using it to obliterate a small outpost.
I like how Jonathan mentioned the reticle. We were talking a lot with friends about just how this game geniuely feels like it has the most realistic gun handling in any game we played in recent memory. It really adds to the feeling of weight of the weapons.
One thing that I'm headcanoning (and is somewhat implied with various descriptions) is that the armor in the game is, for lack of better term, 'lightly powered'. It's not full on power armor like in Fallout or 40K, but there's obviously some strength assistance going on with all of the armor despite them looking like the armored parts are slapped on top of clothes. I'm pretty sure that all the anti-armor weapons do the same damage.
I don't know if that would be the case for all of them, but at least a few of the armour sets (e.g. my favourite, the Legionnaire light armour) have the "servo-assisted" perk to increase throwing distance, or others that reduce recoil (when crouched/prone), so that definitely sounds like there's some sort of exoskeletal features built in to at least a few of them...
for the second point, both the armor piercing level and the damage of the anti-armor weapons varies a good bit. EATS, RR, AMR, And Quasar all have the same AP but vary in damage (EATS and RR being highest iirc, AMR being much lower), Autocannon (turret) is a bit less in terms of AP and Autocannon (handheld) lower still (the turret can pen charger armor, the handheld cant). Railgun has high AP but lowish damage, HMG is somewhere in the ballpark or the AC and Railgun. The Spear actually has the highest AP of any personnel weapon in the game but only middling damage - it's the only handheld weapon able to pen the armor on bot factories rather than needing to go through the door or vents - iirc it has the same AP as a hellbomb, it just can't lock onto most things with that tier of armor as it's typically reserved for structures
@@blak4831 I'm fairly certain the spear deal more damage than either the RR, EAT, or Quasar, as the Spear will ohk a Titan with a headshot, something that's impossible with the other weapons.
well in universe the pilots or loading crews of the destroyers get supplemented steroids and stimulants so I would think that the Helldivers themselves are too
Always figured the EAT was far more reminiscent of the American M72 LAW with it’s fully tubular design, “opening” the launcher & having the ‘trigger’ on, what looked to me like, the top. But learning of the LAW80 was fascinating and I’ll never say no to an opportunity to hear Johnathon talk about cool weapons
@@JonathanFergusonRoyalArmouries Wow! I never thought I would get a reply from the man himself! I definitely thought the EAT in HD2 was a mash between the AT4 and M72 with its guide rod type deal on the top and flared ends. (Which was what I was referring to, not the LAW80. I should've clarified.) Thank you for the reply!
The EAT is a mix of both the LAW and AT4. The fact that you push out the end of the tube is taken directly from the LAW. It’s funny how some of these weapons are so similar to their IRL inspirations, just like the recoiless rifle.
Another cool thing about the HMG emplacement is how it rotates around. It actually has two traverse mechanisms, one below the gun's articulation arm, and another at the base of the turret. If you move around in a certain area, it's only using the first, which is relatively fast. If you have to turn past that initial 45 degree arc, the full traverse kicks in, and it's much slower. It's best to keep it covered on its sides and aiming in one direction, because its responsiveness in the full 360 degrees is not fast enough to counter most threats.
A very key point to the energy weapons in Helldivers is what you replace when you reload only is functionally a magazine *if* you let it overheat. If you can manage it correctly it just has infinite ammo.
@josephrobinson6171 I just assume they have some kind of small but powerful source thats strong enough to not be able to be meaningfully depleted during a mission Kind of similar to how before Fallout 4 changed it, fusion cores in power armor were powerful enough to keep armor going for centuries without needing to replace it, just on a much smaller scale since a helldiver mission isn't nearly that long
Thanks, Jonathan, for reminding me of that old film warning against playing near electrical installations. It literally gave me nightmares when I was a kid. I am so grateful for the reminder. Quasar = Quasi-stellar object. It is an extremely luminous celestial object, formed by a supermassive black hole in the center of a galaxy. Those things put out nearly incomprehensible amounts of energy and electromagnetic radiation as they gobble up vast quantities of material. The gun looks like it charges up to generate an amount of plasma, and a magnetic field to launch it. Wouldn't want to get in its way.
(13:15) This makes me think actually, I think the original LAW that the U.S. used in Vietnam was expendable. The Viet Cong actually used to pick up discarded ones, fill them with grenades, and attach them to trip-wires so that when G.I.s would trip them, the tubes would drop grenades into their path.
Afaik, the M72 LAW is still an expendable/disposable one-time-use non-reloadable AT weapon as its manufactured today. I heard people say that the Taliban in Afghanistan would use the empty tubes for improvised mortars, though take that with a grain of salt. (Dunno if it's true and it would probably be prone to premature detonation or failure.)
I'm very proud of the Helldivers community. What we achieved is an example of exemplary teamwork. Also, having Jonathan review the guns from Criterion Games' "Black" would be pretty nice.
If we do a part 4, i want to see Johnathan react to more of the Stratagems themselves. Such as the Precision Strike, the Orbital Airburst, the Orbital Laser, the 500 kg, and the EMS stratagems. Bonus if we can see his reaction or response or thoughts on the upgrades to the ship and how they achieve it. (From the basic idea of training your support crew better to ripping out all the basic safety features for Eagle-1's fighter jet just so she can cram one more projectile per stratagem use)
I love that the Helldivers approach to Laser weapons addresses the 40k question of "what is a Lasgun" - i.e. is it a continuous beam or little self-contained energy bolts like Star Wars blasters - is "why not both?"
Blasters in star wars are plasma weapons that superheat tibana gas and project them at the enemy. Not lasers. What youre talking about is a pulse laser. Which basicly charges the laser up and fires it. Then stops firing and charges it again before firing. You can still have normal continues beam lasers. But pulse lasers are stronger for the same ammount of energy since each shot is charged.
@robertharris6092 Ah but Helldivers has Plasma weapons too, several that fire what appears to be various packets of superheated gas either as fast bullets (the Scorcher) or big blobs (Plasma Punisher) or somewhere in between. The Sickle doesn't quite fit either, it's classed/styled as a Laser weapon but unlike the Scythe or Dagger long straight beam fires little self-contained projectiles at visibly sub-light speeds?
For the viewers' information: the energy weapons heat up at the same rate on all planets (if you just tape the trigger down, you get the same number of shots before it "overheats" and kicks the heatsink), it's the cooldown rate when _not_ overheated that is affected by ambient temperature.
kinda wish they'd give the hmg a 100 round mag and an ammo backpack, with 4 boxes or something just for it. it would be neat to have a crew served portable mg in the game
@@xyrkzes I think that would overshadow the emplacement. Having it be able to be reloaded by a second person faster would actually give it a use case, but as it stands the starter mg is better than the heavy, tbf
@@rechtsguy4005that's too much really tho I love DRG but they have only 3 primaries and 3 secondaries since the last I played and I get it the overclocks change the way it works but it's really just instead of shoot this many shoot this many but less damage or shoot all at once with high damage it's simple little changes not a whole redesign
I really enjoying this Helldivers 2 content, absolutely entertaining I hope you guys keep it up with Helldivers 2 guns cuz this game is gonna be around for a long time and Super Earth engineers are gonna keep releasing new armament
Jonathan,a quasar is a supermassive stellar remnant,often a galactic center. The absolute most energetic objects in the universe,they are functionally black holes spinning so rapidly,with so much energetic matter in their accretion disks,that they shine brightly enough to mask the galaxies which contain them from all manner of imaging,and often eject plasma from their poles at *relativistic speeds.* They're so energetic that life and complex molecules simply cannot exist in galaxies containing them.
I would kindly suggest ArmA 3: SOG Prairie Fire. It's a unique take on the Vietnam War and features weapons rarely seen in any other game, I'm sure Jonathan would enjoy reviewing it. Especially a certain aussie modified full-auto FAL...
And the Arma series, starting with OFP, also has bullets actually exiting the barrel and going where the actual muzzle is pointing. The A3 episode also had some GM guns, I'd also like another look
The cool thing about the las-16 is that its sound design is probably accurate to how a real world weapon working like that sound. It's distinct laser bursts are much higher damage, much quicker than the other laser weapons in game, so the laser leaving the barrel in a distinct, high temperature burst would probably cause loud noises as air was repeatedly heated to hundreds of degrees Celsius at just the barrel.
So, it's a rapid sequence of 'thunderclaps' from expanding air in the path of laser pulses that just happen to sound like a rapid sequence of near-simultaneous explosion and sonic boom pairs from a regular rifle? Understandable, but you'd really want to figure out a way to make them more distinctive sound design-wise I think. Maybe making the fire rate very high or low for a firearm (though that would constrain the practical game design of the weapon), or adding some kind of leading or trailing whistle or hiss to the individual snaps, or something -- I'm no sound designer but I know that fiddling with fictional weapon sounds to make them unique is an art in itself when it comes to film and video games, even for what are supposed to be regular projectile weapons.
Hey @jonathanferguson1211 ! I don't know if you'll see this, but I've been rather knees deep in bug guts in Helldivers as of late. One detail that I've recently found out (the hard way, of course, the helldiver way) is that rocket launchers - all of them - have a backblast. I was hilariously surprised when a friend ran up behind me as I fired my Airburst Rocket Launcher and they just instantly got knocked to the ground. The Airburst Rocket Launcher itself is very fun, although probably has one of the higher learning curves of all the launchers. It's exactly what it sounds like. Fire it and it'll burst above enemies sending hundreds of smaller rockets and flechetes everywhere based on proximity to targets. The proximity to targets is what gets most people because like a lot of things in Helldivers, it does not discriminate friend from foe. That being said, seeing x90s +, even if you... may have taken out a buddy in the process, is addictively fun.
6:41 Helldivers is insanely detailed. Some additional things I have noticed/heard about: Angled armor deflection, wind for flamethrowers, simulated injuries.
Also the lag between moving your mouse and your diver's aim in first person, flame thrower ignition and dripping, back blasts from rockets including the turret and mech, keeping chambered rounds and mag rounds separate during reloads, the shake when someone fires the Dominator (which is the Bolter from WH40K) or the Eruptor next to your head...
Grenade launcher and rocket launcher pistols are some of my favorite firearm concepts. Ever since I played EVE Dust 514 and used the Flaylock Pistol I fell in love with the idea.
The aiming system reminded me of warthunder. You have 2 circles, the big one being where you want the turret to point and the little one being where your gun is currently pointed. You have to wait until that little circle is on the your target, otherwise your shot will fly some random direction.
I know Jonathan references quake and some older games. But it’s been interesting seeing him playing more and more games as this series has gone on. I was hoping he’d get bitten by the Helldivers bug! Seems like a great game for a gun enthusiast.
I hope Jonathon had a nice holiday in Orlando Florida, managed to meet him very briefly in the stairway down to the plane at Manchester airport. Wasn't expecting to meet him at all, but he was very nice and genuine and managed to get a selfie 😎 Sadly didn't get chance to talk much due to boarding the plane, but such is life 😂
The first place I saw a system of a reticle separate from where your muzzle actually is was in a flash game called Sierra 7. This was a long time ago, and made by someone who is clearly a gun enthusiast, but it worked well for an on-rails tactical shooter, and I was surprised even then that more games didn't handle the clunkier or heftier weapons in their games with the same kind of system. I immediately related Helldivers 2 to Sierra 7 as a result, to the confusion of all my friends who thought of it as a War Thunder thing.
I just looked it up - unless I'm completely off-base here that's not quite what HDII does. The separate reticle changes position relative to your character's movement and speed. I haven't seen any game do that.
@@JonathanFergusonRoyalArmouriesI don't believe you're off base at all, I just thought you were mostly talking about the sort of "reticle lag," where your gun isn't actually as fast as your cursor and lags behind where you're aiming dependent on how "heavy" or unwieldy the weapon is. Actually reacting to player movement and the player taking damage and such is a cool (if frustrating) mechanic I haven't seen outside Helldivers II yet, only similar, less fleshed out ideas.
One of few gun professionals I saw on yt that doesn't just dismiss video game guns as "dumb and unrealistic" When they don't get every detail 100% correct. Great guy, would love to visit the museum irl
about the mg emplacement, actually if you drop a turret to man, then drop a mortar nearby the mortar will lure bots and bugs to you to mow down, can be extreamly fun on lower difficulties
I dunno about this too well, but I like the fact that the Scorcher’s plasma bolts expand the farther it travels, showing us that the plasma gasses do dissipate into the atmosphere overtime.
The disposable Anti-Tank is almost a carbon copy of the IRL AT4 expendable recoilless rifle. Which absolutely checks out in game as the reloadable version of the same weapon is a game-version of the IRL 84mm Carl Gustav, which is what the AT4 was derived from. A single-use, light, single-man portable AT weapon for troops to carry with them if armour was not expected, but possible to face. If the mission specified AT-work, they'd obviously bring a Carl-G squad which was usually 2 men, one with the launcher, and another with the ammunition who performed the act of reloading.
6:25 The muzzle circle is present in Warthunder and Enlisted, but only for vehicles. It's especially important for vehicles as the turret moves much slower than the camera. Enlisted would be a good WW2 game to see in this series!
I see what you're saying, but that's for a fixed gun. HDII appears to take it to the next level (and as you say for small arms) by having it move relative to the shooter's movement and speed i.e. where his weapon is pointing relative to where he's pointing.
i love how all the different underbarrel launchers seem to do reloading different. the m203 slides forward, the m320 pivots to the side, the vhs one kinda rolls to the side and the gp25 is front-loaded
My favorite episodes are ones about jonathan’s active games so he constantly provides feedback based on his playing. Maybe giving him a play demo for games would be cool
When I see the Eruptor, what comes to mind is the Barrett XM109, it's an Anti-Material Payload Rifle (AMPR), it shoots explosive bullets and everything
That’s honestly one of the best equivalents in function. Although I’d say the JAR-5 dominator is closer to that gun. The Dominator and the Eruptor use the old AR-15/M16 pistol grip and part of the lower receiver with a more modern trigger. The same can be said for the Breaker and its variants. I’m surprised he said it was based on the Origin 12 back then when it has AR-15 parts on it.
i always imagined that the blitzer fired some kind of super small metallic shot that pulled arcs of electricity behind them. and the pumping action was maybe shaving some new metallic particles from a big block of metal.
Please Jonathan Ferguson, the keeper of Firearms & Artillery at the Royal Armouries museum in the UK, break down the weapons from *METAL GEAR SOLID 3* before the remake comes out. So many weapons in MGS3 to react and comment on like the Patriot's infinite ammo magazine, the EZ tranq gun, Snake's customized officer M1911A1, Snake whittling the pistol grip to use a knife for CQC, Ocelot's SAA juggling skills, The End's paratrooper tranquilizer Mosin Nagant, the Davey Crockett recoil-less nuclear launcher, Eva's chinese Type 17 mauser clone with her "bandit shooting" technique and Volgin's electricity discharging the 7.62mm bullets. There are so many more other interesting trivias and weapons in MGS3 so please Dave and Johnathan, please consider making a video for the MGS3.
I'd love to see Jonathan and Dave playing Helldivers 2 together, or something else even, as long as they both play anything together and make a video out of it xD
I love how even though the gun may be a scifi thing running on imaginatium which fires plasma, Jonathan Ferguson (TKoFaAatRAMitUKHtToIWTH) still tries to think of something to say about it, more than just "it's a plasma weapon, I can't know what it does."
Fun fact, the idea for the little 'pistons' on the scorcher likely stems from many other SciFi uses of such that have long forgotten their origins as electromagnetic ram pistons. An electrical charge energizing the plasma also runs through the circuits of the magnets on the pistons/rams, causing them to contract and force additional gas into the chamber, increasing pressure for just a moment, allowing the heat to reach critical levels before it is vented in a given direction. The electrical charge was also supposedly going to keep the bolt of energized gas (aka plasma) coherent over extended distances and prevent it from making solid contact with the barrel. Just a little sci fi knowledge from the past.
Fun fact: The grenade pistol (and by extension the grenade launcher) both have an arming distance on their rounds, roughly 10m. Firing at something closer than that will deal reduced damage, and will cause the grenade to ricochet, usually spiraling off to explode somewhere behind you, or more often than not, at the heels of you or your allies. Edit: A Quasar is the high density plasma discharge of a black hole when in the midst of devouring stellar material. In essence, it's the universe's deadliest burp. High heat, high velocity, high density plasma, with massive amounts of X-ray, Gamma, Beta, and Infrared radiation. The Quasar Cannon suggests that it uses a classified internal mechanism to gather and compact plasma into a high density packet of energy, than launch it at high velocity. Which, given that the projectile covers roughly 350 meters in a second (roughly 1,260 kph, or just under 783 mph) seems fairly fitting.
Alright. Helldivers 2, WHOO ✊🏻. Shout-out to the Adjudicator. Also, if you need any ideas about future episodes, how about Killzone? Give that series some love.
Speaking of having a reticle that shows where the muzzle is aiming, a similar thing is in the ARMA games. I believe ARMA 2 had both a reticle in the middle of the screen as well as a dot that showed the exact point of aim for the rifle, while ARMA 3 instead only has the reticle which mostly stays in the center of the screen but can move to represent the trajectory being blocked (i.e. if you peek over a wall but your rifle is below the edge, the reticle is on the wall in front of your gun instead of centered on the screen).
the guidance system of the NLAW is rather ingenious in its simplicity, since it's fire-and-forget while not actually tracking the target itself during flight in any way. the operator uses the launcher to track the target for a few seconds and this allows the launcher to predict where to intercept the target. this is somewhat similar to the way fire control systems of modern tanks calculate lead automatically for moving targets. after launch the missile flies this interception course towards the target and detonates over the target using a proximity fuze or alternatively it detonates on a direct hit.
Huh, guidance by pure 'dead reckoning'? I'd never heard of a weapon that did that before (other than the sort-of-example of old 'blind' clockwork torpedoes set to turn to a given bearing and hold a straight course afterwards I guess?). I suppose the things you're supposed to shoot an NLAW at don't generally move quickly or evasively, and will generally be taken unawares, so just saying "it's over THERE moving at THIS speed in THAT direction, GO GO GO!" should be enough to find the target the vast majority of the time.
@@05Matz I mean the ranges it is shot at are relatively short and the missile is fast enough that it only takes a few seconds to hit the target. also I think the missile slightly curves in flight, since I'm fairly certain it actually doesn't know the exact distance to the target as measuring it with something like a laser rangefinder would mean that those emissions could be detected.
@@juusolatva Huh, I would have thought that some kind of ranging would be required for a setup like that -- otherwise how could it tell if you're tracking a fast-moving, far-away object, or a slow-moving one closer up? Is there some kind of manual range setting?
@@05Matz it's also that the NLAW uses a proximity fuze and travels fast enough that (within it's normal engagement distance) any target would not have traveled that far. It will hit a target at 400m in about 2.5-3 seconds, so a t72/BTR will only have travelled about 10-15m from where it was. A mild amount of guidance and a proximity fuze is usually more than enough to hit it. It's important to remember that the NLAW is not the British version of a Javelin or TOW, but rather the modern British version of a Pzf 3 or RPG (both of those are unguided). The British also operate Javelins for dedicated anti tank teams, as the NLAW is designed to be used to deal with tanks/ifvs that infantry encounter rather than for tank hunting.
18:55 the relationship was blessed by Jonathan Ferguson The keeper of firearms and artillery at the Royal armories museum in the UK home to thousands of iconic weapons throughout history
The HMG Emplacement ammo feeds are enclosed because the whole thing needs to be dropped in a Hellpod onto site, so they help reinforce the ammo lines in case one or two bullets are shaken loose by the impact.
Interesting that Jonathan likened the Adjudicator to the FAL when the first thing I thought of was the M14 rifle, given that the bolt on both weapons is visible in operation on the side and it also uses a rock-in magazine, although the stock on the Adjudicator is definitely closer in resemblance to the FAL than the M14
Bringing up the Heavy Machine Gun, the concept reminds of the 6P62. It was a Russian project for an infantry HMG used for checkpoints, mainly for anti-vehicular use.
@@yalocalasda5146 because the game requires a PSN Account on PC... again At launch the game required a PSN Account on PC which however was disabled a short while after due to technical issues ... however the issues are gone and Sony want's that re-enabled
The name for Quasar fits it quite well since a quasar is a so called radio galaxy. It means that there is a really active supermassive black hole in the a center of the galaxy from which really bright and energetic beams of radiation are shot out from the poles. Quasars are literally one of the brightest objects in the universe next to supernovae and pulsars
The most dangerous weapon in all of Helldivers 2....the PSN login requirement. Which has irreparably destroyed the devs' reputations in a single patch.
If I remember correctly, the old ARMA games had a similar system to indicate the point of aim and the point of impact separately, with lines on both sides that you aim and a dot indicating where the shot would go.
A cool detail I noticed on Helldivers which I don't think is too well known because the music and constant explosions/ yelling usually drowns this out- the spent casings from your weapons actually have their own sound effects when you walk over them and you can hear the sound of brass being kicked about as your helldiver steps on them (they also move). Most noticeable if you have been prone in one spot firing a machine gun and have a good pile of casings on the go I only noticed this as I was using Spotify and it was changing songs otherwise you'd probably have to turn the music way down
don't sleep on the laser pistol. It's still a bit weak, but nicely buffed now! I've been using it since it was released and haven't really found a replacement for it. Not having to reload my secondary ever is a great weight off my back.
Imagine joining some helldivers lobby and inside is:
Jonathan Ferguson The keeper of firearms and artillery at the Royal armories museum in the UK home to thousands of iconic weapons from throughout history
Then in game, it's just "J2" or something.
i would ask him for a job.
To me he is Jonathan Ferguson: Keeper of birds and bird accessories in his off time, Dave called him like that as a joke
Jonathan Ferguson The keeper of firearms and artillery at the Royal armories museum in the UK home to thousands of iconic weapons throughout history and his ship called:
SES Keeper of firearms and artillery at the Royal armories museum in the UK home to thousands of iconic weapons throughout history
@@RDG99 I think, the ship should be called just "SES The Royal armouries museum in the UK that houses thousands of iconic weapons throughout history", so Jonathan can be the keeper of it
Jonathan admitting his playin helldivers is the best news ive heard this week
*Jonathan Ferguson The keeper of firearms and artillery at the Royal armories museum in the UK home to thousands of iconic weapons throughout history
Luckily he can make a PSN account in the UK...
@@cheuthobut he has to submit his ID for verification
@@johnsmith-jq1uc this joke is getting old
@@dizzygunnerfack you. It's never getting old.
I like the idea that both Jonathan and Dave wanted to look at more Helldivers but we had to wait for Dave to unlock more of the weapons
Grinding out those medals.
Learning that the LAW had that "spotting rifle" is hilarious. A gun to tell you where your rocket goes is such an idea
If I remember correctly, another fun one is the M8C spotting rifle. A .50 cal spotting rifle used to aim 106mm recoilless cannon on the Ontos.
They were in vogue in the 50s-70s after prismatic rangefinders went out of fashion and before laser rangefinders became common
@@davidriadi7999 One? it had like 3 and a 30 cal
even some tanks like the Centurion and the Chieftain used rifles for ranging before laser rangefinders made them obsolete
The SMAW still has a spotting rifle. Uses a 9x51 round.
For the record, "quasar" is a contraction of "quasi-stellar radio source", which is what astronomers in the 1950s called them because they coincidentally looked like stars in photographs, but couldn't possibly _be_ stars, since the photographs in question were visualizations of radio signatures and not visible light. It's now believed that they're radio emissions from the supermassive black holes in the nuclei of distant galaxies, but the name is so catchy that it stuck.
huh so we're shooting EM with such energy that it's become visible? So like...neutron-induced radiation?
Aren't quasars just neutron stars?
@@insertnamehere6659 No, that's pulsars.
"A quasar is an extremely luminous active galactic nucleus."
"So this thing fires nukes?"
"Well, I suppose that syllable does-"
"Gotcha. Nuke gun."
As far as I know, quasars are thought to be formed from the compression of random gasses in galactic centers, though are still poorly understood, where neutron stars/pulsars will typically be much much smaller, and stem from a single massive or supermassive star after it dies. I believe neutron stars are also only visible in x-ray light, while the disk around a quasar hits all wavelengths
On the heat mechanics of the laser weapons, there's another cool bit: The hotter your weapon is, the faster it cools down. It's not just a flat "-X% heat per second." Which accurately reflects real-world thermodynamics.
Oooh, that's a cool feature. Both realistic AND creates an interesting decision spectrum, where keeping the 'average' heat level higher lets you fire a greater amount of total damage per minute than a lower target would, but makes the risk of overheating if you mess it up higher.
Does the railgun do that too? Haven't really used it much.
@@Keithustus Railgun doesn't operate on heat, it reloads like a standard firearm, so no it isn't affected by this mechanic
Me and my friends theorize that the Las-16 sounds like an automatic weapon because of a camera style shutter mechanism that creates the bursts of energy instead of a consistent beam.
I think it's just a pulse laser.
I like this notion but I couldn't imagine it working that way. If you closed a lens on a firing laser it would, well, go back on you. I feel like it's just using bursts to modulate energy usage.
@@Ramonatho that's true. Me and my friends are not engineers, but it's a fun theory nonetheless.
I mean not all lasers are a continuous wave to begin with and pulsed lasers are quite common, since it's easier to generate a powerful laser as a short burst than continuously, although sometimes the pulses are short and frequent enough to make the laser appear continuous.
Check out Styropyro if you want to see some homebrewed mad science style laser weapons with explanations of how they work.
The barrel lining up with the crosshairs is something that you usually find in tank and fighter jet simulator games.
Ya I was thinking of A-10C from DCS as having that, IIRC.
And Arma too, since Operation Flashpoint!
whoever chose the timing of the upload for that video with the ongoing controversy........well played sir
@@philipcroucher7376yeah I agree the only people I’ve seen complain about it are from the same people who are mad at Sony over stellar blade
People cry since the launch of the game, it's good if they stop playing, at least we'll have fun playing without them always complaining about everything
@@philipcroucher7376 It's shady corporate practices and people are sick of putting up with it. If you are really struggling to grasp why this is such a problem, then go check out Pirate Software. Thor has been giving great and takes as to why this was a terrible move on a lot of levels
@@caynoverdier1825 I do not care the slightest bit about crossplay and don't want another company spamming my email adress with useless drivel. I'm not complaining. I will simply not play the game anymore. The fact that they sold the game to people who won't be able to play anymore is something for the courts to figure out.
@@cosmiclive4437 sorry to rub this under your Nose ... but you *ARE* complaining
the description of LAS-16 as "fallout meets NASA" just goes to show how little staying power starfield had
Starwhat?
To reiterate: whatfield?
BETHESDA MADE MORE GAMES PAST SKYRIM?!
i mean that was also pretty much what Starfield was but yeah
I loved Starfield but it was pretty forgettable after the first run
Honestly since Jonathan is the Keeper of Firearms *and Artillery* I wouldn't mind if part 4 focused on the Orbital strategems like the 120mm, 380mm, Railcannon Strike, Gatling Barrage, and so on. Even more so if Dave shows and notes how players use them, EX some players use the 120mm/380mm as a base clearer while others use it to soften up a base like actual artillery
They should also look at the upgrades for the artillery as apparently without upgrades the ship's cannons are manually front loaded
They might need to get someone like Ryan Szimanski onboard (get it?) for evaluating larger or ship-based weapons.
i mean, i use it for both.
especially since the 120 only has a like... 1min30sec cooldown, i'll usually have it back for a big base after using it to obliterate a small outpost.
That pistol grenade launcher makes me think about the photo on 4chan when dude proved his grenades fit onto his flare pistol
POCKET MORTAR!
"The Oerlikon... which we have one of" never change the subtle flexes Jonathan
I like how Jonathan mentioned the reticle. We were talking a lot with friends about just how this game geniuely feels like it has the most realistic gun handling in any game we played in recent memory. It really adds to the feeling of weight of the weapons.
One thing that I'm headcanoning (and is somewhat implied with various descriptions) is that the armor in the game is, for lack of better term, 'lightly powered'. It's not full on power armor like in Fallout or 40K, but there's obviously some strength assistance going on with all of the armor despite them looking like the armored parts are slapped on top of clothes.
I'm pretty sure that all the anti-armor weapons do the same damage.
I don't know if that would be the case for all of them, but at least a few of the armour sets (e.g. my favourite, the Legionnaire light armour) have the "servo-assisted" perk to increase throwing distance, or others that reduce recoil (when crouched/prone), so that definitely sounds like there's some sort of exoskeletal features built in to at least a few of them...
for the second point, both the armor piercing level and the damage of the anti-armor weapons varies a good bit. EATS, RR, AMR, And Quasar all have the same AP but vary in damage (EATS and RR being highest iirc, AMR being much lower), Autocannon (turret) is a bit less in terms of AP and Autocannon (handheld) lower still (the turret can pen charger armor, the handheld cant). Railgun has high AP but lowish damage, HMG is somewhere in the ballpark or the AC and Railgun. The Spear actually has the highest AP of any personnel weapon in the game but only middling damage - it's the only handheld weapon able to pen the armor on bot factories rather than needing to go through the door or vents - iirc it has the same AP as a hellbomb, it just can't lock onto most things with that tier of armor as it's typically reserved for structures
@@blak4831 I'm fairly certain the spear deal more damage than either the RR, EAT, or Quasar, as the Spear will ohk a Titan with a headshot, something that's impossible with the other weapons.
well in universe the pilots or loading crews of the destroyers get supplemented steroids and stimulants so I would think that the Helldivers themselves are too
@@blak4831 Spear has 8 AP, Hellbombs have 10
the only thing that requires a Hellbomb to be destroyed is a Gunship factory
Always figured the EAT was far more reminiscent of the American M72 LAW with it’s fully tubular design, “opening” the launcher & having the ‘trigger’ on, what looked to me like, the top.
But learning of the LAW80 was fascinating and I’ll never say no to an opportunity to hear Johnathon talk about cool weapons
It's actually a direct copy of the AT4.
@@Nightshade31401 No, it isn't. It's similar, but it's an entirely separate British design. Notably, the AT4 lacks the integral aiming rifle.
@@JonathanFergusonRoyalArmouries Wow! I never thought I would get a reply from the man himself!
I definitely thought the EAT in HD2 was a mash between the AT4 and M72 with its guide rod type deal on the top and flared ends. (Which was what I was referring to, not the LAW80. I should've clarified.)
Thank you for the reply!
@@Nightshade31401That makes sense, since Arrowhead is Swedish
The EAT is a mix of both the LAW and AT4. The fact that you push out the end of the tube is taken directly from the LAW.
It’s funny how some of these weapons are so similar to their IRL inspirations, just like the recoiless rifle.
Another cool thing about the HMG emplacement is how it rotates around. It actually has two traverse mechanisms, one below the gun's articulation arm, and another at the base of the turret. If you move around in a certain area, it's only using the first, which is relatively fast. If you have to turn past that initial 45 degree arc, the full traverse kicks in, and it's much slower. It's best to keep it covered on its sides and aiming in one direction, because its responsiveness in the full 360 degrees is not fast enough to counter most threats.
A very key point to the energy weapons in Helldivers is what you replace when you reload only is functionally a magazine *if* you let it overheat. If you can manage it correctly it just has infinite ammo.
Reminds me of the LSTAR from Titanfall 2, you only need to reload it if it overheats.
Which tbh makes no sense cus it would need an energy source
@josephrobinson6171 I just assume they have some kind of small but powerful source thats strong enough to not be able to be meaningfully depleted during a mission
Kind of similar to how before Fallout 4 changed it, fusion cores in power armor were powerful enough to keep armor going for centuries without needing to replace it, just on a much smaller scale since a helldiver mission isn't nearly that long
@@josephrobinson6171 you reload the lasers with heatsinks not ammo, the energy source is internal
@@josephrobinson6171 It's possible it has a micro fusion reactor which are very fuel efficient and can use hydrogen as fuel
Thanks, Jonathan, for reminding me of that old film warning against playing near electrical installations. It literally gave me nightmares when I was a kid. I am so grateful for the reminder.
Quasar = Quasi-stellar object. It is an extremely luminous celestial object, formed by a supermassive black hole in the center of a galaxy. Those things put out nearly incomprehensible amounts of energy and electromagnetic radiation as they gobble up vast quantities of material.
The gun looks like it charges up to generate an amount of plasma, and a magnetic field to launch it. Wouldn't want to get in its way.
(13:15) This makes me think actually, I think the original LAW that the U.S. used in Vietnam was expendable.
The Viet Cong actually used to pick up discarded ones, fill them with grenades, and attach them to trip-wires so that when G.I.s would trip them, the tubes would drop grenades into their path.
Afaik, the M72 LAW is still an expendable/disposable one-time-use non-reloadable AT weapon as its manufactured today. I heard people say that the Taliban in Afghanistan would use the empty tubes for improvised mortars, though take that with a grain of salt. (Dunno if it's true and it would probably be prone to premature detonation or failure.)
yeah they are still used today in lower intensity conflicts, they are lighter so a single infantryman can carry two of them instead of just one AT4
I'm very proud of the Helldivers community. What we achieved is an example of exemplary teamwork. Also, having Jonathan review the guns from Criterion Games' "Black" would be pretty nice.
Weren't those just normal real life guns hahaha
If we do a part 4, i want to see Johnathan react to more of the Stratagems themselves. Such as the Precision Strike, the Orbital Airburst, the Orbital Laser, the 500 kg, and the EMS stratagems.
Bonus if we can see his reaction or response or thoughts on the upgrades to the ship and how they achieve it. (From the basic idea of training your support crew better to ripping out all the basic safety features for Eagle-1's fighter jet just so she can cram one more projectile per stratagem use)
I was so happy when Johnny brought out the FAL for the Adjudicator, bc I kept saying that gun reminded me of a Space FAL
Funny, I kept calling it the space G3 since I was like "so this is a .308 right," we went to the same ammo.
A note for Johnathan Ferguson: War Thunder did the muzzle dispersion thing for their tank guns.
And World of Tanks too!
And so did Battlefield series, but can't think of any other game doing it with infantry weapons.
It's quite common in vehicle sims (Mechwarrior Online is another example that springs to mind) but I haven't seen it done for personal weapons before.
Planetside 1 and 2 with Planetside 1 being an early contender for making it popular.
Any game with a box aiming system basically does this.
I love that the Helldivers approach to Laser weapons addresses the 40k question of "what is a Lasgun" - i.e. is it a continuous beam or little self-contained energy bolts like Star Wars blasters - is "why not both?"
Blasters in star wars are plasma weapons that superheat tibana gas and project them at the enemy. Not lasers. What youre talking about is a pulse laser. Which basicly charges the laser up and fires it. Then stops firing and charges it again before firing. You can still have normal continues beam lasers. But pulse lasers are stronger for the same ammount of energy since each shot is charged.
@robertharris6092 Ah but Helldivers has Plasma weapons too, several that fire what appears to be various packets of superheated gas either as fast bullets (the Scorcher) or big blobs (Plasma Punisher) or somewhere in between.
The Sickle doesn't quite fit either, it's classed/styled as a Laser weapon but unlike the Scythe or Dagger long straight beam fires little self-contained projectiles at visibly sub-light speeds?
@@willmiles7978 the sickle is a pulse laser. Its firing pulses of light.
Throwing Max Payne 3 out as a recommendation, loads of interesting weapons and details.
This.
agreed
Yes please! Would love to see the Brazil deep dive.
@@stevemc6010 caralho
would be dope if Sam Lake made a cameo somewhere in the background in the museum as Jonathan would be presenting guns ;D
For the viewers' information: the energy weapons heat up at the same rate on all planets (if you just tape the trigger down, you get the same number of shots before it "overheats" and kicks the heatsink), it's the cooldown rate when _not_ overheated that is affected by ambient temperature.
VERY good to know!
kinda wish they'd give the hmg a 100 round mag and an ammo backpack, with 4 boxes or something just for it. it would be neat to have a crew served portable mg in the game
I saw someone suggest giving it a mandatory ammo backpack which feeds bullets directly into the gun through a belt and I really want that now.
@@xyrkzes I think that would overshadow the emplacement. Having it be able to be reloaded by a second person faster would actually give it a use case, but as it stands the starter mg is better than the heavy, tbf
The resupply backpack exists
@@xyrkzeswe’ll probably get a mini gun with backpack in the future instead.
@@Salmon_Toastie Even better!
Jonathan should definitely-definitely look into more of Deep Rock Galactic's weaponry
He has, pretty sure its only some of the weapons tho
@@meeatworld I said more 🗿🗿🗿🗿🗿🗿🗿
I would say yes and the sooner the better, but I think it would be better timed to season 5’s release so he can go over the new overclocks as well.
@@carsonmentzer8964 He reacts to the weapons, not overclock. Why make him go over the in-depth game mechanic if he doesn’t even play the game?
@@rechtsguy4005that's too much really tho I love DRG but they have only 3 primaries and 3 secondaries since the last I played and I get it the overclocks change the way it works but it's really just instead of shoot this many shoot this many but less damage or shoot all at once with high damage it's simple little changes not a whole redesign
I really enjoying this Helldivers 2 content, absolutely entertaining I hope you guys keep it up with Helldivers 2 guns cuz this game is gonna be around for a long time and Super Earth engineers are gonna keep releasing new armament
I hope you're right buddy
Jonathan,a quasar is a supermassive stellar remnant,often a galactic center. The absolute most energetic objects in the universe,they are functionally black holes spinning so rapidly,with so much energetic matter in their accretion disks,that they shine brightly enough to mask the galaxies which contain them from all manner of imaging,and often eject plasma from their poles at *relativistic speeds.* They're so energetic that life and complex molecules simply cannot exist in galaxies containing them.
Absolutely fantastic episode, the banter between you two is great to listen to
"The couple that Helldives together, stays together"
Not very long, statistically. They are -- very rapidly -- blown apart.
That is some diabolical timing :'D
🫢
How? Because of the fake outrage at nothing
@@leonrussell9607 selling a game in regions that dont have access to PSN then forcing them to sign up to a PSN Account is not nothing, it's theft.
@@leonrussell9607 goin of the steam reviews... it's certainly not fake...
@@leonrussell9607 It's not nothing when tens of thousands of players can no longer play; PSN registrations aren't available worldwide.
I would kindly suggest ArmA 3: SOG Prairie Fire. It's a unique take on the Vietnam War and features weapons rarely seen in any other game, I'm sure Jonathan would enjoy reviewing it. Especially a certain aussie modified full-auto FAL...
Another prairie fire enjoyer!
An episode on modded ARMA 3 weapons + CDLC weapons would be very cool
And the Arma series, starting with OFP, also has bullets actually exiting the barrel and going where the actual muzzle is pointing.
The A3 episode also had some GM guns, I'd also like another look
The cool thing about the las-16 is that its sound design is probably accurate to how a real world weapon working like that sound. It's distinct laser bursts are much higher damage, much quicker than the other laser weapons in game, so the laser leaving the barrel in a distinct, high temperature burst would probably cause loud noises as air was repeatedly heated to hundreds of degrees Celsius at just the barrel.
So, it's a rapid sequence of 'thunderclaps' from expanding air in the path of laser pulses that just happen to sound like a rapid sequence of near-simultaneous explosion and sonic boom pairs from a regular rifle? Understandable, but you'd really want to figure out a way to make them more distinctive sound design-wise I think. Maybe making the fire rate very high or low for a firearm (though that would constrain the practical game design of the weapon), or adding some kind of leading or trailing whistle or hiss to the individual snaps, or something -- I'm no sound designer but I know that fiddling with fictional weapon sounds to make them unique is an art in itself when it comes to film and video games, even for what are supposed to be regular projectile weapons.
Hey @jonathanferguson1211 ! I don't know if you'll see this, but I've been rather knees deep in bug guts in Helldivers as of late. One detail that I've recently found out (the hard way, of course, the helldiver way) is that rocket launchers - all of them - have a backblast. I was hilariously surprised when a friend ran up behind me as I fired my Airburst Rocket Launcher and they just instantly got knocked to the ground. The Airburst Rocket Launcher itself is very fun, although probably has one of the higher learning curves of all the launchers. It's exactly what it sounds like. Fire it and it'll burst above enemies sending hundreds of smaller rockets and flechetes everywhere based on proximity to targets. The proximity to targets is what gets most people because like a lot of things in Helldivers, it does not discriminate friend from foe. That being said, seeing x90s +, even if you... may have taken out a buddy in the process, is addictively fun.
6:41 Helldivers is insanely detailed. Some additional things I have noticed/heard about: Angled armor deflection, wind for flamethrowers, simulated injuries.
Also the lag between moving your mouse and your diver's aim in first person, flame thrower ignition and dripping, back blasts from rockets including the turret and mech, keeping chambered rounds and mag rounds separate during reloads, the shake when someone fires the Dominator (which is the Bolter from WH40K) or the Eruptor next to your head...
Grenade launcher and rocket launcher pistols are some of my favorite firearm concepts. Ever since I played EVE Dust 514 and used the Flaylock Pistol I fell in love with the idea.
I remember the game Shellshock Nam 67 had the gyrojet that fired actual rockets if that counts
The aiming system reminded me of warthunder. You have 2 circles, the big one being where you want the turret to point and the little one being where your gun is currently pointed. You have to wait until that little circle is on the your target, otherwise your shot will fly some random direction.
I know Jonathan references quake and some older games. But it’s been interesting seeing him playing more and more games as this series has gone on. I was hoping he’d get bitten by the Helldivers bug! Seems like a great game for a gun enthusiast.
I hope Jonathon had a nice holiday in Orlando Florida, managed to meet him very briefly in the stairway down to the plane at Manchester airport. Wasn't expecting to meet him at all, but he was very nice and genuine and managed to get a selfie 😎 Sadly didn't get chance to talk much due to boarding the plane, but such is life 😂
The first place I saw a system of a reticle separate from where your muzzle actually is was in a flash game called Sierra 7. This was a long time ago, and made by someone who is clearly a gun enthusiast, but it worked well for an on-rails tactical shooter, and I was surprised even then that more games didn't handle the clunkier or heftier weapons in their games with the same kind of system. I immediately related Helldivers 2 to Sierra 7 as a result, to the confusion of all my friends who thought of it as a War Thunder thing.
I just looked it up - unless I'm completely off-base here that's not quite what HDII does. The separate reticle changes position relative to your character's movement and speed. I haven't seen any game do that.
@@JonathanFergusonRoyalArmouriesI don't believe you're off base at all, I just thought you were mostly talking about the sort of "reticle lag," where your gun isn't actually as fast as your cursor and lags behind where you're aiming dependent on how "heavy" or unwieldy the weapon is. Actually reacting to player movement and the player taking damage and such is a cool (if frustrating) mechanic I haven't seen outside Helldivers II yet, only similar, less fleshed out ideas.
I love this man! Incredibly knowledgeable but also very aware of the rule of cool and "it's a video game".
One of few gun professionals I saw on yt that doesn't just dismiss video game guns as "dumb and unrealistic" When they don't get every detail 100% correct. Great guy, would love to visit the museum irl
probably helps a lot that he spent a lot of time as a youth playing Goldeneye 007 like probably many of us commenting on his channel.
@@Keithustus personally I was born too late for that one
about the mg emplacement, actually if you drop a turret to man, then drop a mortar nearby the mortar will lure bots and bugs to you to mow down, can be extreamly fun on lower difficulties
I dunno about this too well, but I like the fact that the Scorcher’s plasma bolts expand the farther it travels, showing us that the plasma gasses do dissipate into the atmosphere overtime.
The disposable Anti-Tank is almost a carbon copy of the IRL AT4 expendable recoilless rifle. Which absolutely checks out in game as the reloadable version of the same weapon is a game-version of the IRL 84mm Carl Gustav, which is what the AT4 was derived from.
A single-use, light, single-man portable AT weapon for troops to carry with them if armour was not expected, but possible to face.
If the mission specified AT-work, they'd obviously bring a Carl-G squad which was usually 2 men, one with the launcher, and another with the ammunition who performed the act of reloading.
6:25 The muzzle circle is present in Warthunder and Enlisted, but only for vehicles. It's especially important for vehicles as the turret moves much slower than the camera. Enlisted would be a good WW2 game to see in this series!
I see what you're saying, but that's for a fixed gun. HDII appears to take it to the next level (and as you say for small arms) by having it move relative to the shooter's movement and speed i.e. where his weapon is pointing relative to where he's pointing.
i love how all the different underbarrel launchers seem to do reloading different. the m203 slides forward, the m320 pivots to the side, the vhs one kinda rolls to the side and the gp25 is front-loaded
"camcorder"..Obi-Wan voice: 'Now that's a name I've not heard in a long time.'
I've seen it recommended a few times but I would be fascinated to see what Jonathan thinks of Receiver 2
My favorite episodes are ones about jonathan’s active games so he constantly provides feedback based on his playing. Maybe giving him a play demo for games would be cool
I never thought the adjudicator was just an FAL with a funny barrel shroud… but by golly it is.
When I see the Eruptor, what comes to mind is the Barrett XM109, it's an Anti-Material Payload Rifle (AMPR), it shoots explosive bullets and everything
That’s honestly one of the best equivalents in function.
Although I’d say the JAR-5 dominator is closer to that gun.
The Dominator and the Eruptor use the old AR-15/M16 pistol grip and part of the lower receiver with a more modern trigger.
The same can be said for the Breaker and its variants. I’m surprised he said it was based on the Origin 12 back then when it has AR-15 parts on it.
i always imagined that the blitzer fired some kind of super small metallic shot that pulled arcs of electricity behind them. and the pumping action was maybe shaving some new metallic particles from a big block of metal.
the rotating part being essentially a van de graaf generator
It's supposed to be an electrolaser. The theory is kind of complex, but it's a real-world concept that just hasn't been fielded yet.
Don’t forget that the spear can lock onto factories.
If you’re lucky, you can take out a strategem jammer without ever coming near it
what?! must try that, thanks.
I really like that Jonathan is playing these games, and always super passionate about weapons
Ah, what wonderful timing
Please Jonathan Ferguson, the keeper of Firearms & Artillery at the Royal Armouries museum in the UK, break down the weapons from *METAL GEAR SOLID 3* before the remake comes out.
So many weapons in MGS3 to react and comment on like the Patriot's infinite ammo magazine, the EZ tranq gun, Snake's customized officer M1911A1, Snake whittling the pistol grip to use a knife for CQC, Ocelot's SAA juggling skills, The End's paratrooper tranquilizer Mosin Nagant, the Davey Crockett recoil-less nuclear launcher, Eva's chinese Type 17 mauser clone with her "bandit shooting" technique and Volgin's electricity discharging the 7.62mm bullets.
There are so many more other interesting trivias and weapons in MGS3 so please Dave and Johnathan, please consider making a video for the MGS3.
I know this episodes are done in advance, but timeing on this one is just too good
At 17:04, I believe the weapon the PLAS-1 Scorcher may be reminding you of is the Wavesplitter from Destiny 2
A Chris Morris fan! Truly a man of character.
I love Chris Morris. He edited this episode
I'd love to see Jonathan and Dave playing Helldivers 2 together, or something else even, as long as they both play anything together and make a video out of it xD
Despite Helldivers 2 currently burning down, it's still nice to have another Helldivers Firearms Expert Reacts.
If you ever need someone to Helldive with Jonathan I'd be glad to join you!
And that HMG turret is amazing against the bugs.
Jonathan should look at the guns of SAO Fatal Bullet and COD Advanced Warfare
SAO Fatal Bullet and Advanced Warfare eh? Good choices
Makes me appreciate the care ArrowHead put into this game and its gunplay. When i learned ambient heat is a thing I was staggered.
0:16 Johnathan ferguson is probably the most american sounding british person to ever live
The Sickle doesn't sound like a sci-fi laser, but it does sound similar to the pulse laser used in tattoo removal.
I love how even though the gun may be a scifi thing running on imaginatium which fires plasma, Jonathan Ferguson (TKoFaAatRAMitUKHtToIWTH) still tries to think of something to say about it, more than just "it's a plasma weapon, I can't know what it does."
My favorite episode is still Splatoon. Just pure joy him discussing the ink guns as if they're real things.
Fun fact, the idea for the little 'pistons' on the scorcher likely stems from many other SciFi uses of such that have long forgotten their origins as electromagnetic ram pistons. An electrical charge energizing the plasma also runs through the circuits of the magnets on the pistons/rams, causing them to contract and force additional gas into the chamber, increasing pressure for just a moment, allowing the heat to reach critical levels before it is vented in a given direction. The electrical charge was also supposedly going to keep the bolt of energized gas (aka plasma) coherent over extended distances and prevent it from making solid contact with the barrel.
Just a little sci fi knowledge from the past.
I half-expected the video will have required a PSN account
Sorry but you also require photographic ID to make this account due to it being in the UK
@@Rowdy_Raider no way thats real
This video ends up available in only 69 countries (No, not nice)
Nah they'll let you watch a bit first. Only when you're hooked that's when they will require a psn account....
Don't worry, you data is safe... for a couple months until the next data leak
Fun fact: The grenade pistol (and by extension the grenade launcher) both have an arming distance on their rounds, roughly 10m. Firing at something closer than that will deal reduced damage, and will cause the grenade to ricochet, usually spiraling off to explode somewhere behind you, or more often than not, at the heels of you or your allies.
Edit: A Quasar is the high density plasma discharge of a black hole when in the midst of devouring stellar material. In essence, it's the universe's deadliest burp. High heat, high velocity, high density plasma, with massive amounts of X-ray, Gamma, Beta, and Infrared radiation. The Quasar Cannon suggests that it uses a classified internal mechanism to gather and compact plasma into a high density packet of energy, than launch it at high velocity. Which, given that the projectile covers roughly 350 meters in a second (roughly 1,260 kph, or just under 783 mph) seems fairly fitting.
Alright. Helldivers 2, WHOO ✊🏻. Shout-out to the Adjudicator.
Also, if you need any ideas about future episodes, how about Killzone? Give that series some love.
Speaking of having a reticle that shows where the muzzle is aiming, a similar thing is in the ARMA games. I believe ARMA 2 had both a reticle in the middle of the screen as well as a dot that showed the exact point of aim for the rifle, while ARMA 3 instead only has the reticle which mostly stays in the center of the screen but can move to represent the trajectory being blocked (i.e. if you peek over a wall but your rifle is below the edge, the reticle is on the wall in front of your gun instead of centered on the screen).
Where did you buy that T-Shirt Mr Ferguson?
The Eruptor, a bolt-action Bolter for the everyman. Love it.
Please can jonathan take a look at the guns from the division 1&2 particularly the exotics
Id love to see this. I'd even record the footage for them.
The couple that dives together, thrives together. ❤
This was definitely needed
the guidance system of the NLAW is rather ingenious in its simplicity, since it's fire-and-forget while not actually tracking the target itself during flight in any way. the operator uses the launcher to track the target for a few seconds and this allows the launcher to predict where to intercept the target. this is somewhat similar to the way fire control systems of modern tanks calculate lead automatically for moving targets.
after launch the missile flies this interception course towards the target and detonates over the target using a proximity fuze or alternatively it detonates on a direct hit.
You can also semi-dumb fire it if needed, rather than waiting the 5 seconds. It will fly in a straight line with no drop off.
Huh, guidance by pure 'dead reckoning'? I'd never heard of a weapon that did that before (other than the sort-of-example of old 'blind' clockwork torpedoes set to turn to a given bearing and hold a straight course afterwards I guess?). I suppose the things you're supposed to shoot an NLAW at don't generally move quickly or evasively, and will generally be taken unawares, so just saying "it's over THERE moving at THIS speed in THAT direction, GO GO GO!" should be enough to find the target the vast majority of the time.
@@05Matz I mean the ranges it is shot at are relatively short and the missile is fast enough that it only takes a few seconds to hit the target. also I think the missile slightly curves in flight, since I'm fairly certain it actually doesn't know the exact distance to the target as measuring it with something like a laser rangefinder would mean that those emissions could be detected.
@@juusolatva Huh, I would have thought that some kind of ranging would be required for a setup like that -- otherwise how could it tell if you're tracking a fast-moving, far-away object, or a slow-moving one closer up? Is there some kind of manual range setting?
@@05Matz it's also that the NLAW uses a proximity fuze and travels fast enough that (within it's normal engagement distance) any target would not have traveled that far. It will hit a target at 400m in about 2.5-3 seconds, so a t72/BTR will only have travelled about 10-15m from where it was. A mild amount of guidance and a proximity fuze is usually more than enough to hit it.
It's important to remember that the NLAW is not the British version of a Javelin or TOW, but rather the modern British version of a Pzf 3 or RPG (both of those are unguided). The British also operate Javelins for dedicated anti tank teams, as the NLAW is designed to be used to deal with tanks/ifvs that infantry encounter rather than for tank hunting.
18:55 the relationship was blessed by Jonathan Ferguson The keeper of firearms and artillery at the Royal armories museum in the UK home to thousands of iconic weapons throughout history
The HMG Emplacement ammo feeds are enclosed because the whole thing needs to be dropped in a Hellpod onto site, so they help reinforce the ammo lines in case one or two bullets are shaken loose by the impact.
LUL This timing's pretty hilarious.
Unplug for a day or two. Most people don’t know and don’t care about a psn login
Interesting that Jonathan likened the Adjudicator to the FAL when the first thing I thought of was the M14 rifle, given that the bolt on both weapons is visible in operation on the side and it also uses a rock-in magazine, although the stock on the Adjudicator is definitely closer in resemblance to the FAL than the M14
Its gonna be a sad day when Jonathan stops being the keeper of firearms and artillery
Fantastic to hear you’re giving the game a try, it’s a blast.
I wonder how effective these weapons are against Super Earth's new Arch-enemy, the forces of SONY
The HMG emplacement is actually super useful on top of being cool as can be. It’s my favorite of the turret/emplacement stratagems.
apolgy for bad english
where were u wen Helldivers 2 die
i was at house eating dorito when phone ring
"Helldivers 2 is kil"
"no"
Bringing up the Heavy Machine Gun, the concept reminds of the 6P62. It was a Russian project for an infantry HMG used for checkpoints, mainly for anti-vehicular use.
Oof, that's unfortunate timing.
💯😢
What u mean
Or very fortunate timing. Everyone’s looking at Helldivers right now, aren’t they?
@@polarvortex6496 True!
@@yalocalasda5146 because the game requires a PSN Account on PC... again
At launch the game required a PSN Account on PC which however was disabled a short while after due to technical issues ... however the issues are gone and Sony want's that re-enabled
The name for Quasar fits it quite well since a quasar is a so called radio galaxy. It means that there is a really active supermassive black hole in the a center of the galaxy from which really bright and energetic beams of radiation are shot out from the poles. Quasars are literally one of the brightest objects in the universe next to supernovae and pulsars
The most dangerous weapon in all of Helldivers 2....the PSN login requirement. Which has irreparably destroyed the devs' reputations in a single patch.
Something that was advertised on steam and is due to their publisher and not them? Yeah so sad the devs did that.
Done irreparable damage to about 5 people, most people don't care that steam players are too lazy to set up an account
If I remember correctly, the old ARMA games had a similar system to indicate the point of aim and the point of impact separately, with lines on both sides that you aim and a dot indicating where the shot would go.
Sony...
A cool detail I noticed on Helldivers which I don't think is too well known because the music and constant explosions/ yelling usually drowns this out-
the spent casings from your weapons actually have their own sound effects when you walk over them and you can hear the sound of brass being kicked about as your helldiver steps on them (they also move). Most noticeable if you have been prone in one spot firing a machine gun and have a good pile of casings on the go
I only noticed this as I was using Spotify and it was changing songs otherwise you'd probably have to turn the music way down
The timing is .... unfortunate
The sickle is my go to primary, it’s nice not needing to worry about ammo as much.
don't sleep on the laser pistol. It's still a bit weak, but nicely buffed now! I've been using it since it was released and haven't really found a replacement for it. Not having to reload my secondary ever is a great weight off my back.
Sony killed the game
I love how the entire reaction to the Quasar cannon is, "yep, that's a thing."